Simple material (diffuse nodes mixed through a "Pointiness" factor) does not work in EEVEE
Not all shader nodes that work with Cycles work also with Eevee. The Geometry "Pointiness" socket doesn't, as well as the other "geometry-aware" nodes like Ambient Occlusion or Bevel.

Here is a reference about node support: https://docs.blender.org/manual/en/dev/render/eevee/materials/nodes_support.html

If your mesh isn't animated, you can bake Pointiness using Cycles and then use it in Eevee: 


Unwrap your mesh,
connect the end of the Color Ramp to an Emission shader and the Emission Shader to the Material Output
Add an Image Texture* node, with a blank, new image, and leave it unconnected, but selected
Bake in "Emission" mode (while using Cycles)
Save the baked image
Use the baked image as a Texture* for the Mix factor in Eevee


* if you have multiple UV maps, the image textures must always have their Vector input connected to the correct UV Map node.